XP.COM, LLC · dba AI Hacker · Colorado

AA polish for a team of one.

Asset Yard turns a text prompt into a textured, rigged, animated 3D model, plus images, voices, sound effects and music, straight into a game project. One founder used it to make eleven games. Most are playable free in a browser today, and every one is a public test of the tool.

Fast Rocket, Knelldeep and more run in your browser. No download and no account.

Key art for Knelldeep, a gothic party crawler: three heroes descending into a sinkhole town.
KNELLDEEP · MADE WITH ASSET YARD
Fast Rocket in flight over the planet Cradle, with a navball, an altitude callout and the instructor Rivet speaking in a caption bar.
FAST ROCKET
11
games made with it by one founder
7,000+
voice lines generated for our own games
21 hrs
Knelldeep, first commit to a Google Play test track
2 wks
Humanity: First Year, first commit to launchable
104 GB
owned GPU memory, live today
18
live branded sites, one application
The flagship · assetyard.dev

Give your game a world, a cast and a sound of its own.

Asset Yard is a command line asset toolkit for game developers. Ask for an asset from the same terminal where you build the game, and it arrives as an ordinary file in your project. One login. One credit balance. Nothing to host, and no runtime token in your shipped game.

Animated 3D characters3D scenes from one picture Images with referencesVoices Sound effectsMusicVideo

Built for coding agents too: give an agent the CLI guide and it uses the same commands and the same balance.

A character, not just a mesh
01 REFERENCEA clean full-body character image.
02 MODELERA textured, game-ready mesh.
03 RIGGERA named humanoid skeleton and skin.
04 ANIMATORIdle, movement, combat or gesture clips.

The final GLB imports into Three.js, Godot, Unity and other engines that read GLB. A free 56-asset pack, made with the same commands, is public on assetyard.dev and prints how each asset was made.

Proof, not a mockup

Three games, almost entirely made of Asset Yard output.

A Knelldeep fight scene: three painted heroes facing a skeleton sentry in a gothic room.
21 hrs to a Play test track

Knelldeep

  • 74 pictures and 6 rooms rebuilt as 3D scenes
  • 275 voice lines and 199 sound effects
  • Free in the browser. Android on the Play internal test track.
Humanity: First Year tactical battle screen.
2 weeks first commit to launchable

Humanity: First Year

  • 1,875 voice lines and 38 music tracks
  • 29 sound effects and about 145 images
  • Browser demo live. Android in testing. Steam planned.
AlarmJerk, an alarm clock run by a garden gnome.
2,645 recorded voice lines

AlarmJerk

  • 247 scenes and 46 endings in Church Mode
  • 285 photographs and 50 songs
  • Playable in the browser at alarmjerk.com.
Starter
$5 / month

1,000 credits and 1 GB of private storage each month.

Indie
$19 / month

5,000 credits and 5 GB. Enough to finish a whole game.

Studio
$49 / month

15,000 credits and 20 GB across several game projects.

Why it can be cheap
Owned GPUs

We meter hardware we already own, not per-image API calls.

Asset Yard is in open beta by application while we add capacity. The monthly plans are published, but there are no active paid subscriptions yet, and limits and prices can change during the beta.

The game slate

Eleven games. One founder. One toolkit behind them all.

A game needs a huge amount of art, voice, music and sound. These games are where we test whether one person and Asset Yard can supply it. Each is a product in its own right and a public, playable proof of the tool. Status is stated as it is.

Fast Rocket in flight over the planet Cradle: flight instruments and a navball on the HUD, a 25 km altitude callout, and the instructor Rivet speaking in a caption bar at the bottom, with Ada beside him.
In-game screenshot from the browser build.
Playable free in your browser

Fast Rocket

Build it. Launch it. Land it. Laugh about it.

A rocket-building and space-flight sandbox in the tradition of Kerbal Space Program. Snap a rocket together from parts, launch it under real rigid-body physics, reach orbit with patched-conic orbital mechanics, and land on other worlds. The original solar system, characters, art and audio are ours.

The hook is the teaching. Two voiced, bantering instructors, calm Ada and duct-tape Rivet, tell a total beginner what to press on their own device and narrate every flight. Single player, no account, no ads.

76rocket parts, stage by stage delta-v
11flown lessons, from Stage to a Moon landing
2,200+recorded voice clips

Web, Android, iOS, Windows and macOS builds from one code base. Free in the browser now. A paid Google Play listing is in preparation. iOS is waiting on store setup. No revenue yet.

A tactical battle screen: a human assault ship with two escorts fires a railgun at a purple alien warship, with order buttons along the top and ship status panels on both sides.
In-game screenshot from the browser build: a human ramming ship and escorts engage an alien warship.
Proof of the platform

Humanity: First Year An HFY Story

Humans fly old tech against older species.

A short-session, real-time space expedition. HFY is the fan-fiction genre where humanity is the underdog, and the game takes it literally: projectile guns, fission and fusion warheads and cheap drone swarms against alien shields built to stop energy weapons, not mass. You fit your own ships, cross a randomised sector, and fight in real time. One build runs on phone, tablet and PC.

One founder took it from first commit to a voiced, playable game in about two weeks, across 453 commits and 135 numbered builds. The 1,875 voice lines, 38 music tracks, 29 sound effects and about 145 images were generated with Asset Yard, our own tool, on our own GPUs.

2 weeksfirst commit to launchable game
1,875voice lines from Asset Yard
1,076automated tests

Honest notes: 16 early ship hulls and 30 icons were made with ChatGPT before our pipeline took over. The code was written with Claude Code under the founder's direction; the design, tuning and tests are his.

Browser demo playable · Android in testing · Steam planned · Pre-revenue

Amber Apiarist, a towering brass and honeycomb Titan standing over a meadow of beehives, with a tiny ninja on its shoulder.
Porcelain Orchard, a pale ceramic Titan in a walled orchard. A muscle room inside a Titan: gears, pumps and rope anchors rendered from the playable scene data.
Titan images are story illustrations used in the game. The muscle room (lower right) is rendered from playable scene data, not recorded gameplay.
In development · Two-Titan Android demo in private testing

Rope Ninja

Small ninja. Giant purpose.

A physics puzzle adventure. You are a tiny ninja with two ropes, swinging through the hidden workshops inside enormous mechanical Titans. Untangle broken machinery, bring a giant back to life, then take control of its hands to sow seeds, water the ground and grow a meadow.

  1. Swing into the problem. Follow the Keeper into a Titan's body.
  2. Make the machinery work. Clear jams, connect power, deliver supplies. Lights, moving parts and sound show each repair.
  3. Give a giant its purpose back. Watch the Titan rise, then plant a world.

The demo has two Titans, Amber Apiarist (easy) and Porcelain Orchard (medium), each with six organ rooms. Behind it sits an in-house authoring pipeline of four stages: concept, assembly, media and package. One test Titan went through all four in a single job, with eight workshops, five poses, six voices, two effects and four music tracks.

Next: Rope Ninja 3D. An ambitious port from 2D to 3D. Huge Titans that animate, inside a voxel, Minecraft-like world, with liquid physics puzzles and mechanics. In early development.

Seeking a publishing partner · no release date announced

More to play

Eight more, each one click from a title screen

Vesperline and Starward Drift are kept public as side-by-side comparisons of frontier AI models building the same kind of game. Solar Sovereigns and Mawbreaker have playable web builds now and are heading to release. Platforms planned: web, mobile, PC and Mac.

Why games

The games sell the tool. The tool makes the games.

Each game costs a fraction of a normal budget, because the engine that makes its art and audio is ours. Each finished game is then the best demo Asset Yard can have, and any developer can play and check it in seconds.

01

Build the engine

Owned GPUs, a dispatcher, 25 model backends, and Asset Yard on top: 3D, images, voices, sound and music.

02

Ship games with it

One founder, eleven games. Art, voice and music come from the pipeline, not from a payroll.

03

Games prove the tools

Every title is a public, playable, checkable case study for other studios and solo developers.

04

Sell both

Publish the games on IndiePrime, our own marketplace. Sell Asset Yard to studios and solo developers who want the same speed.

The thesis, measured

Brains.biz, from nothing to selling

Our newest non-game product is the cleanest test of the model. It needed no new infrastructure, because the accounts, credits, storage, queue and render fleet already existed. It needed a landing page, one pipeline, and the vertical detail that makes the output publishable.

Days
From no product to a live storefront with finished example books
4
Book types shipping: how-to, novel, picture book, coloring book
~30 min
Researched, written, illustrated, and exported to three KDP files
cents
Marginal cost of a finished illustrated book on owned hardware

The same spine is what makes the next product cheap. That is the entire argument, and brains.biz is the receipt.

Portfolio

What is running, and what is next

Status is stated as it is. A product with a finished storefront and no customers says so, because you will find out anyway.

  • Adding a product costs a database row and a landing page, not a codebase or a new bill.
  • One account, one credit balance across every product on the platform.
Owned GPU fleet
104 GB live VRAM · our own dispatcher · 84 worker types
↓
One generative engine
14 pipelines · 25 model backends · text, image, video, voice, music, 3D, print
↓
Shared spine
Accounts, credits, billing, storage, queue, host routing
↓
Products and games, one row each
uncen.aibrains.bizassetyard.dev indieprime.comswiftest.aisfgear.commultiplayers.ai+12 more
ProductWhat it doesStatus
Asset Yardassetyard.dev A command line asset toolkit for game developers, and our flagship. A text prompt returns a textured, rigged, animated 3D model, plus images, voices, sound effects, music and video, straight into the project folder. Monthly plans from $5 to $49. Shares one account and one credit balance with the platform. Open beta by application. Launch preview
Fast Rocketlinh.com/fastrocket A rocket-building and space-flight sandbox with real physics and two voiced instructors. Free in the browser, one code base for web, Android, iOS and desktop. A paid Google Play listing is in preparation. No revenue yet. Playable free
Humanity: First Yearbinaryhelix.space A voiced, real-time 2D space expedition game for phone, tablet and PC. Built by one founder in about two weeks, with its voice, music, sound and most art generated through Asset Yard. Free browser demo; the Android build is in Google Play testing; a Steam page is planned. No release date and no revenue yet. Demo · Android testing
Rope Ninjaropeninja.com A two-rope puzzle adventure inside giant mechanical Titans. A two-Titan Android demo is in private testing, with an in-game level editor and an authoring pipeline for new Titans. Rope Ninja 3D, a voxel-world port with liquid physics puzzles, is in early development. Seeking a publishing partner. In development
Knelldeepassetyard.dev/knelldeep A voiced gothic party crawler made in one day with Asset Yard: 74 pictures, 6 rooms, 275 voice lines and 199 sound effects. Free in the browser. Android is on the Google Play internal test track. Browser · Android testing
AlarmJerkalarmjerk.com An alarm clock run by a garden gnome, with a spoken adventure of 247 scenes and 46 endings. All 2,645 voice lines, 285 photographs and 50 songs came from Asset Yard. Steam and mobile planned. Browser · Steam planned
Solar Sovereignsspace strategy A real-time space strategy game with original factions, original art and speech throughout. The web build is playable now. Platforms planned: web, mobile, PC and Mac. Coming soon
Mawbreakerspaceship roguelike A spaceship roguelike with boarding, plus an expansion, Into the Dark, that sends crews on foot through derelicts and stations. The web build is playable now. Platforms planned: web, mobile, PC and Mac. Coming soon
Vesperline, Starward Drift, Silenzo, Hellecraftbinaryhelix.dev Four more original games, free in the browser. Vesperline and Starward Drift are model comparison builds of a space strategy game and a space roguelike. Silenzo is sensory stealth survival. Hellecraft explores the Vale of Helle. Free in browser
DangerousBinary Helix · legacy title A 3D open-world space combat RPG first released on iOS, Android and Amazon in 2011 and 2012, and on Steam in 2014, where its reviews are Mostly Negative. Version 2.6.1 returned to Google Play in 2026. A back-catalogue title, not a growth bet. Legacy · on Google Play
IndiePrimeindieprime.com A game marketplace for people and AI agents. List a game with one API call or a short form: a web play link or a hosted web build, PC and Mac downloads, store links for iOS, Google Play, Amazon and Steam, and a link where players pay. No listing fee, and no share taken from sales made through the creator's own link. Carries all of our free browser games. Beta
UNCEN.AIuncen.ai An AI video studio. One written idea becomes a finished multi-scene production, with story, images, voices, music and the final edit generated and assembled by the platform. It is also the engine every other product runs on. Live
Brains.bizbrains.biz Researches what Amazon shoppers search for, writes and illustrates the book, and returns the three files Kindle Direct Publishing asks for: a Kindle EPUB, a print-ready interior PDF, and a store cover. Our newest working product. Live
Swiftest.AIswiftest.ai Answers one question through ten separate cognitive lenses, from memory and code to simulation and critique, then synthesises a single answer. Live
SF Gearsfgear.com A listening channel for complete science fiction audio series: fixed episode counts, recurring characters, an original score, and an actual ending. Storefront finished, catalogue in production. Pre-launch
Multiplayers.AImultiplayers.ai Browse browser games other people made, remix one into your own, publish it to its own subdomain. Builder and level editor complete. Pre-launch
Twelve moreand 216 domains held Pet studios, a chat-first assistant, a DOS game revival, a crypto news desk, portfolio sites and legal tooling, each already routed and serving from the same application. Various
Platform

What has actually been built

Measured from the production database, September 2026.

Generation

5,849 pipeline runs at a 92% completion rate, across 6,504 projects and 236 people who have run one. Fourteen distinct pipelines in production use, from music video to 3D asset to KDP book.

Owned compute

Four heartbeating hosts carrying 104 GB of GPU memory, scheduled by our own dispatcher across 84 enabled worker types. We buy silicon, not per-image API calls, which is what makes a finished book cost cents.

Model independence

Every worker's language model is a database row: 43 active routes over 6 models and 2 providers today, with 25 generation backends wired. Swapping a model is configuration, so a price cut or a better model is captured the same week.

Character consistency

87,577 story-bible entries. A character is drawn once and that drawing is attached to every later image, so a cast stays identical across a film, a series, or a picture book. This is the hard part of illustrated generative work, and it is finished.

Print engineering

Six trim sizes, a binding margin that steps with page count, a two-pass layout resolving the circular dependency between margin and page count, and a read-back proof that every font is embedded. The desktop apps authors buy for this cost $147 and $250, and write nothing.

Output to date

254 hours of generated music and 77 hours of speech, alongside images, video and 3D. The large majority is our own research and testing rather than customer demand, and we would rather say so than imply otherwise.

Why this compounds

A new product costs a database row

One application, many brands

Brands are routed by the incoming hostname against database rows. Eighteen sites, ten routing behaviours, one deployment. Standing up the KDP product end to end took days rather than a quarter, because the accounts, credits, storage, queue and render fleet already existed. Every product we add makes the next one cheaper.

We own the expensive part

Competitors meter what they buy per image. We meter what we already own. A finished illustrated book costs us cents in marginal spend, which is what lets an entry plan sell five of them for $19 and still clear a healthy margin. That gap widens with utilisation.

Vertical depth, not a wrapper

Anyone can call a model. The defensible work is the last mile: print geometry Amazon accepts, a cast that stays consistent across fifty images, a dispatcher that keeps owned GPUs busy. That is where our code is, and it does not arrive in a competitor's next model upgrade.

A portfolio hedges the picks

We do not need to guess which consumer AI category wins. We hold 216 domains and can stand a real product on the platform quickly, then put spend behind whichever finds demand. The shared engine means a product that fails costs a landing page, not a company.

The founder

One person built all of this.

Not a team pretending to be lean. One founder, one LLC, and tools good enough to do a studio's work.

Everything on this page, the fleet, the platform, the eighteen sites and the eleven games, was designed and directed by Linh Ngo, who also ships the code with AI assistance and says so plainly. That is the point of the company: a single builder with the right engine can now do what once needed a payroll.

  • 2011 TO 2014

    Ships Dangerous, a 3D open-world space combat RPG, on iOS, Android, Amazon and Steam. Real shipping experience, including the reviews that did not go well.

  • 2026, SPRING

    Launches the UNCEN.AI platform. Monthly active creators peak at 308 in May.

  • 2026, SEPTEMBER

    Brains.biz goes from nothing to a live storefront in days. Knelldeep goes from first commit to a Play test track in 21 hours. Humanity: First Year goes from first commit to a voiced game in about two weeks. Rope Ninja reaches a two-Titan Android demo.

  • NOW

    Fast Rocket, Knelldeep and six more games are playable free in a browser. Solar Sovereigns and Mawbreaker are heading to release. Asset Yard opens to a beta, and payment collection and distribution are the current work.

Where we are

The honest position

Pre-revenue

There are no active paid subscriptions. Plans are published and priced, and payment collection is the current work. Everything built so far was built without revenue.

Early on demand

Monthly active creators peaked at 308 at launch in May 2026 and are now in the tens. We have been building capability rather than buying attention, and no product has had a real marketing push.

What that buys

The expensive, slow, unglamorous half is done: the fleet, the dispatcher, the multi-brand plumbing, the vertical depth, Asset Yard itself, and a slate of games with their art and audio already made. What remains is distribution and billing, which is fast work by comparison.

The next proof

Three tests run in parallel. Asset Yard tests whether game developers pay for polish from one command. Brains.biz is a narrow, paid, self-serve product in a market that already spends money on worse tools. The games test whether players and publishers pick up finished titles that one person made in weeks.

Figures are read from the production database and stated as of September 2026. Generation volume is dominated by our own research and testing, and is reported as capability rather than as customer demand. Game facts come from the founder and the game builds themselves.

Investors, publishers, partners

Talk to us

XP.COM, LLC, trading as AI Hacker. We are looking for investors, for a publishing partner, and for the first studios to try Asset Yard. Happy to walk through the platform, the fleet, the games and the numbers in full.

linh@ai-hacker.com Try Asset Yard